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Everett Spair
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Post by Everett Spair on Dec 7, 2015 16:03:43 GMT -6
Reading this thread I feel like they should try a proper cel shader to see if that gives the 2D feeling needed. A comparison of cel shading with or without a black outline would also be nice to see.
With the camera tilt I feel like there should be a little tilt so if you make the background in the right way you'll get some nice parallax going on the floor that could look quite nice.
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Dec 7, 2015 22:52:41 GMT -6
Am I the only one who likes the tilt? It feels more modern. I'm afraid with everyone shouting boo to the tilt, they will take it away altogether. I don't want it gone. It would look too much like an old 8-bit/16-bit game with 3d backgrounds. I think the game will look awesome if it looks similar to Mirror of Fate or DXC but with better lighting, effects, etc. Actually, Trine 2 is an amazing example of how this game should look in my eyes: There is considerable tilt here and it works extremely well.
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Apollonian
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[TI2]Drink stale wine to your heart's delight
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Post by Apollonian on Dec 7, 2015 23:01:32 GMT -6
I agree with you (although I would be fine if they didn't do any tilt). Having depth isn't a bad thing, the graphics are 2.5D so I say they should take advantage of it and bring out the best qualities in it. Besides I am not convinced it would look better. I know some people think it would make it look closer to that "demo" Iga showed off but they already confirmed that it isn't going to look that way. I still say we should wait to see what their intentions are in regards to this since the room was confirmed to be just a backdrop for the shaders which is what they wanted us to discuss. It could look (and probably will) way different.
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Post by Valtiel on Dec 7, 2015 23:10:09 GMT -6
There is considerable tilt here and it works extremely well. I haven't played Trine 2, but going by the image you posted there doesn't appear to be much (if any) tilt at all. Personally I want the tilt gone but it's not going to kill me if they keep it in. As long as the controls are tight and Miriam isn't a floaty mess like say the guy from Shadow Complex they can have as much tilt as they want.
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Post by CastleDan on Dec 8, 2015 0:18:39 GMT -6
It might resemble a 2d game with less tilt? Yeah exactly the goal was to try and make it look and feel like. 2d game . Most people have wanted a proper 2d Igavania for years and the promise of getting something that could look like that is better than doing something that avoids those qualities Imo
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Post by nekurors on Dec 8, 2015 0:28:03 GMT -6
The tilt seems fine to me however it can be tweaked, i still need to see more to actually give an opinion about it and other details. I believe devs know thousand times better than me or any of us about the better way to go, not to mention Iga is working close and hard with devs on these details.
I just hope people don't get too concerned about the 3D-ish of it, i know we are all used to the sprite-based games and this is completely different. It's hard to have a glimpse of gameplay and graphic atmosphere from a static screenshot from a single room (a room just for test and show the shaders) so i am just waiting patiently to see it in motion, it feels too early to discuss graphics in general. But i like to see the concerning, it just shows how everyone really cares about it.
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Malek Deneith
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Post by Malek Deneith on Dec 8, 2015 13:37:14 GMT -6
I must say that glancing over the last page and seeing the modified images I have a bigg issue with them - the whole "Darkening 2: Goth Harder" effect applied starts killing detail. The far off half of the bookshelf on the right becomes damn near invisible (which makes no sense since it's next to a light source - official shader 2 pic has a similar problem just not as pronounced), details on window arches are starting to fade, chairs are beggining to fee flat. Now granted that's just photoshop and that affects how things come out, and I can agree that Shader 1 default looks a bit too bright, but let's not go overboard, eh? Doom, gloom and grit don't automatically make for better atmosphere - even in a game like this - and color is not the enemy. The whole reaction to color in general is starting to give me a flashback to early days of Diablo 3 teases and the "oh no, rainbows and color in Diablo" kneejerk.
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XombieMike
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Post by XombieMike on Dec 8, 2015 13:52:24 GMT -6
I agree. I'm a fan of architecture detail. The one I pointed out sacrifices that a bit, but it still looks cool.
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Post by CastleDan on Dec 8, 2015 14:41:54 GMT -6
Right, no one is saying it should look exactly like those edited pics. Just to tone down the brightness, give it a more gritty look ( doesn't need to be that gritty), and lessen the tilt a bit.
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Post by saberwolf94 on Dec 8, 2015 15:16:14 GMT -6
I will say that I'll be very happy if IGA goes the 2.5 route because it makes the most sense in this situation. SOTN and the portable games were great on their platform but I really want the game to be the next evolution of IGAvania games. Of course the game should be like the previous IGAvania games we love but I would like them to exploit the hardware and the money and have graphics that make this game truly look like a new IGAvania game for this generation.I am no expert on the types of graphics and jargon so my descriptions are going to be how I imagine the game in my head. Something like a much more polished Dracula X Chronicles. At the same time if it graphically looks like Muramasa Rebirth on the Vita then that's also fine with me. Graphics with more polish that definitely belong on new systems that wouldn't be possible on weaker systems. Personally I was very satisfied from Shader 1, if they go with a style like that and improve upon it I think it will be good.
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Post by CastleDan on Dec 8, 2015 15:33:39 GMT -6
An HD 2d hand drawn IGAVANIA would be best to show off the next gen of IGAVANIA but that'd cost too much.
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Post by Valtiel on Dec 8, 2015 16:26:40 GMT -6
Since the game is rendered in 3D I don't see why they can't have the lighting change over time. Like towards the beginning of the game it looks like the initial shader tests but as you get closer to the end and the "an ancient evil awakens" (I assume) final boss they could have it get darker with the red light streaming through the windows and stuff.
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Jango
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Post by Jango on Dec 9, 2015 2:19:23 GMT -6
Both shaders were definitely over-lit. Inky black shadows are extremely important here. There's no sense of dread or even wonder when you can clearly see the entirety of the environment. The examples given from the devs evoke a lightheartedness and playfulness that kills the gothic majesty that Ive always associated with CV.
This castle is home to demons, the dead, and the damned. Not the characters from Disney's Beauty and the Beast.
On a side note, I REALLY hope these textures are little more than programmer art. I know many people don't like Mirror of Fate and the LoS series in general, but the art direction was phenomenal. I spent way longer than I care to admit just admiring the textures in MoF specifically. They were at the same time extremely detailed while evoking a painting-like stylization. There was also no shortage of pitch-black shadows, which really helped evoke that sense of classic CV melancholy. Contrast is key.
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Post by ghaleon on Dec 9, 2015 4:56:18 GMT -6
I dunno, I never really felt much dread or whatever playing many newer Castlevania games. I mean I think people get the idea you're supposed to think that way cuz it has undead, death, dracula, and vampires oh my... Sure sounds like something scary! But Dracula has always had some pretty good taste in home furnishings and whatnot =P..
As for BS, there's even less reason to be dark and gloomy. I mean I agree there should be portions like that, like a catacombs/crypt/abandoned poriton/etc... but this is a Castle some guy intends to live in, and we don't neccesarily know if he fancies himself as a grim and scary guy or not, so I don't know if that's the right logic in this case.
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Post by crocodile on Dec 9, 2015 5:47:01 GMT -6
Both shaders were definitely over-lit. Inky black shadows are extremely important here. There's no sense of dread or even wonder when you can clearly see the entirety of the environment. The examples given from the devs evoke a lightheartedness and playfulness that kills the gothic majesty that Ive always associated with CV. This castle is home to demons, the dead, and the damned. Not the characters from Disney's Beauty and the Beast. On a side note, I REALLY hope these textures are little more than programmer art. I know many people don't like Mirror of Fate and the LoS series in general, but the art direction was phenomenal. I spent way longer than I care to admit just admiring the textures in MoF specifically. They were at the same time extremely detailed while evoking a painting-like stylization. There was also no shortage of pitch-black shadows, which really helped evoke that sense of classic CV melancholy. Contrast is key. Igavanias aren't know for their shortage of locale variety. There were plenty of non-gloomy/relatively bright spots and regions within them. I don't think the castle needs to or should express a sense of dread and foreboding throughout its entirety. A few spots/regions sure but I don't feel this should be a game afraid of color. The textures I'm sure will improve in time - I'm not too worried about them right now.
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Jango
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Post by Jango on Dec 9, 2015 10:03:45 GMT -6
The environments should certainly be colorful and striking. I wasn't trying to imply that things should be "dark and gritty" or washed out with shades of grey and brown. My point was more to emphasize the importance of shadow and contrast.
It's also certainly true that while this game is clearly an Igavania being made for fans of Iga's CV games, it's also NOT CV, so not all of the traits and traditions of CV need apply. Just glancing at the pile of concept art Inti has already come up with, it's immediately clear that BS has much more of an anime-style influence than most CV titles so I'm not expecting a purely medieval European-influenced castle/game. However, I do hope that the team doesn't go full Castlevania: Judgement... yikes.
It's also true that, presumably, the Castle should reflect the nature and state of its owner, Gebel. Without knowing much about the character, it's very hard to predict the influence he'll have on the game. However, we do know that he is suffering from the same corruption that Miriam is, and perhaps even more so. He's actually who I had in mind when I mentioned the castle being home to the damned. While I'm not sure what the ultimate end is for someone with this corruption, it certainly seems to be a sentence that's all but terminal, even if only for only for the victim's soul. That would certainly leave one with feelings of melancholy and hopelessness, if not anger and bitterness. Both CV's Dracula and Alucard could be similarly described on several occasions throughout the series, as well as the source material Dracula comes from. All of this is to say that it's not a stretch to imagine a fair amount of hopelessness and cynicism would be reflected in Gebel's Castle.
But hey, who knows, right?
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Post by CastleDan on Dec 9, 2015 12:38:39 GMT -6
Dread doesn't necessarily imply it shouldn't have color or anything. I think it's the goal to keep it away from a more cartoony look.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Dec 9, 2015 12:53:31 GMT -6
I know this is concept, but try to think of the shaders applied to areas like this, where its a unified theme and color scheme, how does that change how these shaders will interact with all of them? Im actually really curious about the tower, will it spin as you climb it so you can see all sides of it, will you go into it at points and still see monsters flying around outside, will it get foggier as you reach the top?
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Post by CastleDan on Dec 9, 2015 13:06:37 GMT -6
I know this is concept, but try to think of the shaders applied to areas like this, where its a unified theme and color scheme, how does that change how these shaders will interact with all of them? The only downside I'm seeing from any of that is ...some of the concept art reminds me more of the artstyle of the DS games. Which had a bit more of a cartoony vibe about them than SOTN and ARIA.
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Apollonian
Loyal Familiar
[TI2]Drink stale wine to your heart's delight
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Post by Apollonian on Dec 9, 2015 13:09:22 GMT -6
I know this is concept, but try to think of the shaders applied to areas like this, where its a unified theme and color scheme, how does that change how these shaders will interact with all of them? The only downside I'm seeing from any of that is ...some of the concept art reminds me more of the artstyle of the DS games. Which had a bit more of a cartoony vibe about them than SOTN and ARIA. I thought that is what they were going for based off of....everything I've seen.
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